ZAngband Monsters

[U] Tom the Stone Troll (L.Slate 'T' : 'T')

=== Num:495 Lev:50 Rar:7 Spd:110 Hp:770 AC:35 Exp:57397
Big, brawny, powerful and with a taste for hobbit. He has friends called
Bert and Bill.
This evil troll moves normally.
He usually appears with an escort.
He can open doors, bash down doors, and pick up objects.
He is hurt by bright light and rock remover.
He resists cold and poison.
He tends to overlook intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 5d5, bite to attack with damage 2d10, and bite to attack with damage 2d3.

[U] Bert the Stone Troll (L.Slate 'T' : 'T')

=== Num:493 Lev:50 Rar:7 Spd:110 Hp:770 AC:35 Exp:57397
Big, brawny, powerful and with a taste for hobbit. He has friends called
Bill and Tom.
This evil troll moves normally.
He usually appears with an escort.
He can open doors, bash down doors, and pick up objects.
He is hurt by bright light and rock remover.
He resists cold and poison.
He tends to overlook intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 5d5, bite to attack with damage 2d10, and bite to attack with damage 2d3.

The Ogre shaman (Blue 'O' : 'O')

=== Num:479 Lev:50 Rar:2 Spd:110 Hp:14d7 AC:26 Exp:9778
It is an ogre wrapped in furs and covered in grotesque body paints.
This evil giant moves normally.
It is always created sluggish.
It is magical, casting spells which terrify, paralyze, teleport-self, create traps, cause serious wounds, produce fire bolts, or summon a monster; 1 time in 5.
It can open doors and bash down doors.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to attack with damage 3d6.

The Dagashi (Yellow 'p' : 'p')

=== Num:532 Lev:50 Rar:4 Spd:120 Hp:8d25 AC:30 Exp:6413
A human warrior, moving with lightning speed.
This evil creature moves normally.
He can open doors and bash down doors.
He cannot be confused or slept.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can hit to poison with damage 3d4, hit to reduce strength with damage 3d4, hit to reduce strength with damage 3d4, and hit to poison with damage 3d4.

The Biclops (Umber 'P' : 'P')

=== Num:490 Lev:50 Rar:5 Spd:120 Hp:60d9 AC:45 Exp:22508
Oh, no! Aaargh! It is the most unnatural, most disgusting
creature imaginable: a two-eyed cyclops! This perversion
of nature must be exterminated!
This evil giant moves normally.
It is always created sluggish.
It can open doors, push past weaker monsters, bash down doors, and pick up objects.
It resists acid and poison.
It takes a while to see intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 11d8, and hit to attack with damage 11d8.

[U] Bill the Stone Troll (L.Slate 'T' : 'T')

=== Num:494 Lev:50 Rar:7 Spd:110 Hp:770 AC:35 Exp:57397
Big, brawny, powerful and with a taste for hobbit. He has friends called
Bert and Tom.
This evil troll moves normally.
He usually appears with an escort.
He can open doors, bash down doors, and pick up objects.
He is hurt by bright light and rock remover.
He resists cold and poison.
He tends to overlook intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 5d5, bite to attack with damage 2d10, and bite to attack with damage 2d3.

The Cave troll (Umber 'T' : 'T')

=== Num:496 Lev:50 Rar:1 Spd:110 Hp:18d12 AC:35 Exp:14254
He is a vicious monster, feared for his ferocity.
This evil troll moves normally.
He usually appears in groups.
He can open doors and bash down doors.
He is hurt by bright light.
He resists poison.
He tends to overlook intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 3d5, hit to attack with damage 1d8, hit to attack with damage 1d8, and hit to attack with damage 1d8.

The Barrow wight (L.Slate 'W' : 'W')

=== Num:499 Lev:50 Rar:3 Spd:110 Hp:15d7 AC:25 Exp:9365
It is a ghostly nightmare of an entity.
This evil undead creature moves normally.
It is always created sluggish. It is cold blooded. It usually appears in groups.
It is magical, casting spells which terrify, paralyze, cause serious wounds, or create darkness; 1 time in 8.
It can open doors, bash down doors, and fly.
It is hurt by bright light.
It resists cold and poison.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d8, hit to attack with damage 1d8, and touch to lower experience (by 40d6+).

The Young black dragon (L.Dark 'd' : 'd')

=== Num:546 Lev:50 Rar:1 Spd:110 Hp:154 AC:30 Exp:14222
It has a form that legends are made of. Its still-tender scales are a
darkest black hue. Acid drips from its body.
This evil dragon moves normally.
It is always created sluggish.
It may breathe acid, and is also magical, casting spells which terrify; 1 time in 11.
It can open doors, bash down doors, and fly.
It resists acid.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can claw to attack with damage 1d5, claw to attack with damage 1d5, and bite to attack with damage 1d6.

The Giant grey scorpion (Slate 'S' : 'S')

=== Num:524 Lev:50 Rar:4 Spd:120 Hp:18d14 AC:25 Exp:26952
It is a giant grey scorpion. It looks poisonous.
This natural creature moves normally.
It is rarely detected by telepathy.
It can bash down doors.
It takes quite a while to see intruders, which it may notice from 120 feet.
It can bite to attack with damage 1d6, and sting to poison with damage 1d4.

The Greater mummy (L.Slate 'z' : 'z')

=== Num:522 Lev:50 Rar:3 Spd:110 Hp:533 AC:34 Exp:11143
Once a powerful ruler, now an even more powerful undead menace.
This evil undead creature moves normally.
It is always created sluggish. It is cold blooded.
It is magical, casting spells intelligently which produce poison balls, terrify, haste-self, raise the dead, heal-self, produce frost balls, produce nether balls, cause amnesia, create darkness, summon an undead, blind, drain mana, cause mind blasting, or cause critical wounds; 1 time in 3.
It can open doors, push past weaker monsters, bash down doors, and pick up objects.
It resists cold and poison.
It resists teleportation.
It cannot be confused, slept, or frightened.
It prefers to ignore intruders, which it may notice from 300 feet.
It will carry up to 4 objects or treasures.
It can claw to reduce constitution with damage 1d6, claw to disease with damage 1d6, gaze to drain life force with damage 3d4, and gaze to terrify with damage 1d4.

The Water troll (L.Blue 'T' : 'T')

=== Num:509 Lev:50 Rar:1 Spd:110 Hp:252 AC:35 Exp:11714
He is a troll that reeks of brine.
This evil troll moves normally.
He usually appears in groups.
He can swim, open doors, and bash down doors.
He is hurt by bright light.
He resists cold and poison.
He tends to overlook intruders, which he may notice from 200 feet.
He can hit to attack with damage 1d9, hit to attack with damage 1d9, hit to attack with damage 2d2, and hit to attack with damage 2d2.

The Water elemental (Blue 'E' : 'E')

=== Num:512 Lev:50 Rar:2 Spd:110 Hp:18d8 AC:20 Exp:13175
It is a towering tempest of water.
This evil creature moves a bit erratically.
It is always created sluggish. It is cold blooded. It is not detected by telepathy.
It is magical, casting spells which produce frost bolts; 1 time in 6.
It can destroy weaker monsters, bash down doors, destroy objects, and fly.
It resists poison.
It cannot be confused, slept, or frightened.
It tends to overlook intruders, which it may notice from 120 feet.
It can hit to attack with damage 1d10, hit to attack with damage 1d10, and hit to attack with damage 1d10.

The Spectre (L.Green 'G' : 'G')

=== Num:508 Lev:51 Rar:3 Spd:120 Hp:14d15 AC:20 Exp:13406
A phantasmal shrieking spirit. Its wail drives the intense cold of pure
evil deep within your body.
This evil undead creature moves a bit erratically.
It is always created sluggish. It is cold blooded.
It is magical, casting spells which paralyze, cause amnesia, blind, or drain mana; 1 time in 15.
It can pass through walls, fly, and pick up objects.
It resists cold and poison.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can wail to terrify, touch to lower experience (by 40d6+), and claw to reduce wisdom with damage 5d5.

The Night stalker (White 'E' : 'E')

=== Num:514 Lev:51 Rar:3 Spd:130 Hp:14d12 AC:25 Exp:20270
It is impossible to define its form but its violence is legendary.
This evil undead creature moves somewhat erratically.
It is invisible. It is cold blooded. It is not detected by telepathy.
It can open doors, bash down doors, and fly.
It resists cold and poison.
It cannot be confused, slept, or frightened.
It takes a while to see intruders, which it may notice from 200 feet.
It can gaze to attack with damage 6d6, and gaze to attack with damage 6d6.

The Logrus ghost (Red 'G' : 'G')

=== Num:507 Lev:51 Rar:3 Spd:120 Hp:14d14 AC:15 Exp:19170
An almost life-like creature which is nothing more than a phantom
created by the Logrus.
This evil undead creature moves a bit erratically.
It is always created sluggish. It is invisible. It is cold blooded.
It is magical, casting spells which paralyze, cause amnesia, blind, or drain mana; 1 time in 15.
It can pass through walls, fly, and pick up objects.
It resists cold and poison.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry up to 4 objects or treasures.
It can wail to terrify, touch to lower experience (by 40d6+), and claw to reduce intelligence with damage 1d10.

[U] Fasolt the Giant (Umber 'P' : 'P')

=== Num:506 Lev:51 Rar:7 Spd:110 Hp:913 AC:35 Exp:50029
Big, brawny, powerful and with a greed for gold.
This evil giant moves normally.
He usually appears with an escort.
He can open doors, bash down doors, and pick up objects.
He resists cold and poison.
He tends to overlook intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 5d5, bite to attack with damage 2d10, and hit to steal gold with damage 2d2.

The Doom drake (Violet 'd' : 'd')

=== Num:527 Lev:51 Rar:3 Spd:110 Hp:330 AC:50 Exp:26844
Doom drakes are trained firedrakes, always moving in pairs, looking
for a battle.
This evil dragon moves normally.
It is always created sluggish. It usually appears in groups.
It may breathe fire; 1 time in 6.
It can open doors, bash down doors, and fly.
It resists fire and poison.
It cannot be confused or slept.
It takes quite a while to see intruders, which it may notice from 250 feet.
It will carry one or two objects or treasures.
It can claw to attack with damage 1d5, claw to attack with damage 1d5, and bite to attack with damage 2d6.

The Pattern ghost (L.Dark 'G' : 'G')

=== Num:553 Lev:51 Rar:3 Spd:120 Hp:14d25 AC:15 Exp:27135
An almost life-like creature which is nothing more than a phantom
created by the Pattern.
This evil undead creature moves normally.
It is always created sluggish. It is invisible. It is cold blooded.
It is magical, casting spells which cause amnesia or cause mind blasting; 1 time in 5.
It can pass through walls and fly.
It resists cold and poison.
It cannot be confused or slept.
It takes a while to see intruders, which it may notice from 300 feet.
It will carry one or two objects or treasures.
It can touch to lower experience (by 80d6+), touch to lower experience (by 40d6+), claw to reduce intelligence with damage 1d10, and claw to reduce wisdom with damage 1d10.

[U] Shelob, Spider of Darkness (L.Dark 'S' : 'S')

=== Num:481 Lev:51 Rar:3 Spd:110 Hp:840 AC:40 Exp:65312
Shelob is an enormous bloated spider, rumoured to have been one of the
brood of Ungoliant the Unlight. Her poison is legendary, as is her ego,
which may be her downfall. She used to guard the pass through Cirith
Ungol, but has not been seen there for many eons.
This natural evil creature moves normally.
She is always created sluggish. She usually appears with escorts.
She may breathe darkness, and is also magical, casting spells intelligently which terrify, summon spiders, heal-self, create traps, slow, blind, confuse, cause mortal wounds, or cause critical wounds; 1 time in 2.
She can bash down doors.
She is hurt by bright light.
She cannot be confused or slept.
She pays little attention to intruders, which she may notice from 80 feet.
She will carry up to 4 good objects.
She can sting to poison with damage 4d5, bite to reduce strength with damage 1d4, and sting to poison with damage 4d5.

The Leng spider (Violet 'S' : 'S')

=== Num:535 Lev:51 Rar:40 Spd:120 Hp:26d14 AC:25 Exp:15770
Bloated purple spiders with long, bristly legs.
This natural evil creature moves normally.
It is rarely detected by telepathy. It usually appears in groups.
It can bash down doors.
It takes quite a while to see intruders, which it may notice from 120 feet.
It can bite to poison with damage 3d6, and sting to poison with damage 3d6.

The Olog (Green 'T' : 'T')

=== Num:538 Lev:51 Rar:1 Spd:110 Hp:250 AC:35 Exp:16870
It is a massive intelligent troll with needle sharp fangs.
This evil troll moves normally.
It usually appears in groups.
It can open doors and bash down doors.
It resists poison.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can hit to attack with damage 1d12, hit to attack with damage 1d12, bite to attack with damage 2d3, and bite to attack with damage 2d3.

The Gravity hound (Slate 'Z' : 'Z')

=== Num:540 Lev:51 Rar:2 Spd:110 Hp:21d10 AC:16 Exp:14345
Unfettered by the usual constraints of gravity, these unnatural creatures
are walking on the walls and even the ceiling! The earth suddenly feels
rather less solid as you see gravity warp all round the monsters.
This natural creature moves normally.
It is always created sluggish. It usually appears in groups.
It may breathe gravity; 1 time in 5.
It can bash down doors.
It cannot be confused or slept.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3.

The Inertia hound (L.Slate 'Z' : 'Z')

=== Num:542 Lev:51 Rar:2 Spd:110 Hp:21d10 AC:16 Exp:13276
Bizarrely, this hound seems to be hardly moving at all, yet it approaches
you with deadly menace. It makes you tired just to look at it.
This natural creature moves normally.
It is always created sluggish. It usually appears in groups.
It may breathe inertia; 1 time in 5.
It can bash down doors.
It cannot be confused or slept.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3.

The Impact hound (Umber 'Z' : 'Z')

=== Num:543 Lev:51 Rar:2 Spd:110 Hp:21d10 AC:16 Exp:14410
A deep brown shape is visible before you, its canine form strikes you with
an almost physical force. The dungeon floor buckles as if struck by a
powerful blow as it stalks towards you.
This natural creature moves normally.
It is always created sluggish. It usually appears in groups.
It may breathe force; 1 time in 8.
It can bash down doors.
It cannot be confused or slept.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3.

The Xorn (Orange 'X' : 'X')

=== Num:550 Lev:51 Rar:2 Spd:110 Hp:112 AC:40 Exp:17550
A huge creature of the element Earth. Able to merge with its element, it
has four huge arms protruding from its enormous torso.
This creature moves normally.
It is cold blooded. It is not detected by telepathy.
It can pass through walls and destroy objects.
It is hurt by rock remover.
It resists fire, cold, and poison.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d6, hit to attack with damage 1d6, hit to attack with damage 1d6, and hit to attack with damage 1d6.

The Oriental vampire (Green 'V' : 'V')

=== Num:521 Lev:51 Rar:3 Spd:110 Hp:270 AC:30 Exp:45949
The oriental vampire is a mist-like creature.
This evil undead creature moves normally.
It is always created sluggish. It regenerates quickly. It is invisible. It is cold blooded.
It is magical, casting spells which terrify, paralyze, produce nether bolts, cause amnesia, create darkness, confuse, teleport to, cause mind blasting, or cause critical wounds; 1 time in 6.
It can open doors, pass through walls, bash down doors, and fly.
It is hurt by bright light.
It resists cold and poison.
It resists teleportation.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry up to 4 objects or treasures.
It can hit to attack with damage 1d6, hit to attack with damage 1d6, and bite to drain life force with damage 1d8.

The Chaos spawn (Umber 'e' : 'e')

=== Num:574 Lev:51 Rar:2 Spd:110 Hp:520 AC:25 Exp:10265
It has two eyestalks and a large central eye. Its gaze can kill.
This evil creature moves normally.
It can bash down doors and fly.
It takes a while to see intruders, which it may notice from 200 feet.
It can gaze to attack with damage 10d10, gaze to disenchant with damage 5d2, gaze to drain life force with damage 5d2, and gaze to paralyze with damage 5d2.

The Giant skeleton troll (Blue 's' : 's')

=== Num:500 Lev:51 Rar:1 Spd:110 Hp:315 AC:30 Exp:12985
It is the animated form of a massive troll.
This evil undead troll moves normally.
It is cold blooded. It is not detected by telepathy.
It can open doors and bash down doors.
It resists cold and poison.
It cannot be confused, slept, or frightened.
It takes a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d9, hit to attack with damage 1d9, bite to attack with damage 1d5, and bite to attack with damage 1d5.

The Trapper (White '.' : '.')

=== Num:565 Lev:52 Rar:3 Spd:120 Hp:360 AC:35 Exp:16211
This creature traps unsuspecting victims
and paralyzes them, to be slowly digested later.
This creature moves normally, but does not deign to chase intruders.
It is invisible. It is cold blooded. It is not detected by telepathy.
It cannot be confused, slept, or frightened.
It is fairly observant of intruders, which it may notice from 300 feet.
It can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to paralyze with damage 15, and hit to paralyze with damage 15.

The Nexus vortex (Violet 'v' : 'v')

=== Num:587 Lev:52 Rar:1 Spd:120 Hp:19d10 AC:15 Exp:17069
A maelstrom of potent magical energy.
This creature moves extremely erratically.
It is always created sluggish. It is not detected by telepathy.
It may breathe nexus powerfully; 1 time in 6.
It can bash down doors and fly.
It resists teleportation and nexus.
It cannot be confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 1000 feet.
It can engulf to attack with damage 5d5.

The Earth elemental (Umber 'E' : 'E')

=== Num:525 Lev:52 Rar:2 Spd:100 Hp:30d10 AC:35 Exp:16904
It is a towering form composed of rock with fists of awesome power.
This evil creature moves normally.
It is always created sluggish. It is cold blooded. It is not detected by telepathy.
It is magical, casting spells which produce acid bolts; 1 time in 8.
It can destroy weaker monsters, pass through walls, and destroy objects.
It is hurt by rock remover.
It resists fire, cold, and poison.
It cannot be confused, slept, or frightened.
It pays little attention to intruders, which it may notice from 100 feet.
It can hit to attack with damage 4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6.

The Logrus master (Violet 'p' : 'p')

=== Num:498 Lev:52 Rar:3 Spd:120 Hp:210 AC:25 Exp:35063
An adept of chaos, feared for his skill of invoking raw Logrus.
This evil creature moves normally.
He is always created sluggish. He is invisible.
He is magical, casting spells which summon a demon, invoke raw Logrus, summon spiders, or heal-self; 1 time in 6.
He can open doors and bash down doors.
He resists acid and poison.
He cannot be confused or slept.
He is observant of intruders, which he may notice from 300 feet.
He will carry one or two objects or treasures.
He can kick to attack with damage 10d2, punch to attack with damage 10d2, and kick to attack with damage 10d2.

The Crypt thing (L.Blue 'L' : 'L')

=== Num:577 Lev:52 Rar:3 Spd:120 Hp:600 AC:30 Exp:49359
It is a skeletal form dressed in robes.
It looks evil and devious...
This evil undead creature moves normally.
It is always created sluggish. It is cold blooded.
It is magical, casting spells intelligently which teleport level, teleport away, blink-self, cause brain smashing, teleport to, drain mana, or cause critical wounds; 1 time in 3.
It can open doors and bash down doors.
It is hurt by bright light.
It resists cold and poison.
It cannot be confused or slept.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can touch to lower experience (by 40d6+), touch to drain charges, touch to reduce dexterity with damage 2d10, and touch to reduce dexterity with damage 2d10.

The Gargoyle (Slate 'u' : 'u')

=== Num:528 Lev:52 Rar:2 Spd:110 Hp:18d9 AC:25 Exp:11258
A weird demon creature with a stone-like skin.
This evil demon moves normally.
It usually appears in groups.
It may breathe fire or lightning; 1 time in 12.
It is hurt by bright light and rock remover.
It resists cold and poison.
It takes a while to see intruders, which it may notice from 100 feet.
It will carry a object or treasure.
It can claw to attack with damage 2d6, claw to attack with damage 2d6, and bite to attack with damage 1d6.

[U] Giganto the Gargantuan (Slate 'l' : 'l')

=== Num:650 Lev:52 Rar:6 Spd:110 Hp:1500 AC:35 Exp:41534
A gargantuan mutant whale, who has grown legs that enable it to walk
on dry land as well.
This evil creature moves normally.
It is always created sluggish. It is rarely detected by telepathy.
It may breathe toxic waste, and is also magical, casting spells intelligently which produce water balls; 1 time in 9.
It can swim and bash down doors.
It resists fire and cold.
It resists water.
It cannot be confused or slept.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry up to 4 objects or treasures.
It can crush to attack with damage 33d2, crush to attack with damage 33d2, and crush to attack with damage 33d2.

The Nightblade (L.Dark 'h' : 'h')

=== Num:564 Lev:52 Rar:2 Spd:125 Hp:14d13 AC:30 Exp:15815
A dark elven assassin, so stealthy that he is almost impossible to see.
This evil creature moves normally.
He is invisible.
He can open doors and bash down doors.
He is hurt by bright light.
He cannot be confused or slept.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can hit to poison with damage 8d4, hit to poison with damage 8d4, and hit to reduce constitution with damage 2d4.

[U] Rogrog the Black Troll (L.Dark 'T' : 'T')

=== Num:551 Lev:52 Rar:5 Spd:120 Hp:1050 AC:35 Exp:59759
A massive and cruel troll of great power, drool slides caustically down
his muscular frame. Despite his bulk, he strikes with stunning speed.
This evil troll moves normally.
He usually appears with an escort.
He can open doors, bash down doors, and pick up objects.
He resists cold and poison.
He tends to overlook intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 6d6, bite to attack with damage 2d10, bite to attack with damage 2d3, and spit to shoot acid with damage 3d8.

The Young gold dragon (Yellow 'd' : 'd')

=== Num:559 Lev:52 Rar:2 Spd:110 Hp:175 AC:35 Exp:20107
It has a form that legends are made of. Its still-tender scales are a
tarnished gold hue, and light is reflected from its form.
This dragon moves normally.
It is always created sluggish.
It may breathe sound, and is also magical, casting spells which terrify; 1 time in 11.
It can open doors, bash down doors, and fly.
It pays very little attention to intruders, which it may notice from 200 feet.
It will carry up to 4 objects or treasures.
It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d8.

[U] Groo the Wanderer (Orange 'p' : 'p')

=== Num:505 Lev:52 Rar:7 Spd:120 Hp:1105 AC:35 Exp:65338
He who laughs at Groo's brains will find there is nothing to laugh
about... erm, nobody laughs at Groo and lives.
This silly troll moves normally.
He is rarely detected by telepathy.
He can open doors and bash down doors.
He resists cold and poison.
He tends to overlook intruders, which he may notice from 200 feet.
He will carry one or two good objects, in addition to chosen objects.
He can hit to attack with damage 9, hit to attack with damage 6d5, hit to attack with damage 20, and hit to attack with damage 20.

The Master vampire (Slate 'V' : 'V')

=== Num:520 Lev:52 Rar:3 Spd:110 Hp:238 AC:30 Exp:29384
It is a humanoid form dressed in robes. Power emanates from its chilling
frame.
This evil undead creature moves normally.
It is always created sluggish. It regenerates quickly. It is cold blooded.
It is magical, casting spells which terrify, paralyze, produce nether bolts, cause amnesia, create darkness, confuse, teleport to, cause mind blasting, or cause critical wounds; 1 time in 6.
It can open doors, bash down doors, and fly.
It is hurt by bright light.
It resists cold and poison.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry up to 4 objects or treasures.
It can hit to attack with damage 1d6, hit to attack with damage 1d6, bite to drain life force with damage 1d7, and bite to drain life force with damage 1d7.

The Bloodletter of Khorne (Red 'U' : 'U')

=== Num:523 Lev:52 Rar:1 Spd:120 Hp:184 AC:20 Exp:16904
Slender, red-skinned demons twisting in nightmarish shapes.
They are armed with hellblades, which will suck the life from
your body.
This evil demon moves normally.
It regenerates quickly. It usually appears in groups.
It can open doors.
It resists fire, cold, and poison.
It cannot be frightened.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry a object or treasure, in addition to chosen objects.
It can hit to lower experience (by 20d6+) with damage 10, hit to lower experience (by 20d6+) with damage 10, and hit to lower experience (by 20d6+) with damage 10.

The Ghoulking (L.Dark 'z' : 'z')

=== Num:483 Lev:53 Rar:2 Spd:120 Hp:132 AC:30 Exp:19921
Flesh is falling off in chunks from this decaying abomination.
This evil undead creature moves normally.
It is always created sluggish. It is cold blooded. It usually appears with an escort.
It is magical, casting spells which terrify, paralyze, raise the dead, create darkness, or summon an undead; 1 time in 7.
It can swim, open doors, and bash down doors.
It is hurt by bright light.
It resists cold and poison.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can claw to reduce strength with damage 3d4, claw to disease with damage 3d4, claw to disease with damage 3d4, and bite to paralyze with damage 3d5.

The Master rogue (L.Dark 'p' : 'p')

=== Num:376 Lev:53 Rar:2 Spd:120 Hp:10d9 AC:18 Exp:13561
A thief of great power and shifty speed.
This evil creature moves normally.
He can open doors, bash down doors, and pick up objects.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry up to 4 objects or treasures.
He can hit to attack with damage 2d8, hit to attack with damage 2d8, and hit to steal gold with damage 4d4.

The Time elemental (L.Green 'E' : 'E')

=== Num:579 Lev:53 Rar:2 Spd:120 Hp:35d7 AC:35 Exp:21099
You have not seen it yet.
This evil creature moves somewhat erratically.
It is not detected by telepathy.
It may breathe time, and is also magical, casting spells which slow; 1 time in 7.
It can pass through walls, destroy objects, and fly.
It resists fire and poison.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 900 feet.
It can touch to time with damage 3d4, and touch to time with damage 3d4.

The Time vortex (L.Green 'v' : 'v')

=== Num:599 Lev:53 Rar:4 Spd:130 Hp:19d10 AC:15 Exp:27796
You haven't seen it yet.
This creature moves extremely erratically.
It is always created sluggish. It is not detected by telepathy.
It may breathe time powerfully; 1 time in 6.
It can bash down doors and fly.
It cannot be confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 1000 feet.
It can engulf to attack with damage 5d5.

The Bodak (L.Dark 'u' : 'u')

=== Num:566 Lev:53 Rar:2 Spd:110 Hp:21d10 AC:30 Exp:21806
It is a humanoid form composed of flames and hatred.
This evil demon moves normally.
It is always created sluggish. It is surrounded by flames.
It is magical, casting spells which summon a demon, produce fire balls, or produce fire bolts; 1 time in 4.
It can open doors, bash down doors, and pick up objects.
It resists fire and poison.
It cannot be confused or slept.
It pays little attention to intruders, which it may notice from 100 feet.
It can hit to burn with damage 4d6, hit to burn with damage 4d6, and gaze to lower experience (by 20d6+).

The Seraph (White 'A' : 'A')

=== Num:605 Lev:53 Rar:6 Spd:120 Hp:350 AC:34 Exp:28166
It is an angel, fast and strong. You are stunned by its extreme holiness
and try to resist all desires to obey it.
This good creature moves normally.
It is always created sluggish. It reflects bolt spells.
It is magical, casting spells intelligently which produce mana bolts, summon monsters, haste-self, produce plasma bolts, heal-self, summon an angel, teleport away, or confuse; 1 time in 11.
It can open doors, push past weaker monsters, bash down doors, fly, and pick up objects.
It resists fire, acid, and poison.
It resists teleportation.
It cannot be confused, slept, or frightened.
It prefers to ignore intruders, which it may notice from 300 feet.
It will carry up to 4 objects or treasures.
It can hit to attack with damage 4d6, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 4d6.

The Chthonian (L.Dark 'w' : 'w')

=== Num:619 Lev:53 Rar:2 Spd:120 Hp:600 AC:45 Exp:101625
"Flowing tentacles and a pulpy gray-black elongated sack of a body...
no distinguishing features at all other than the reaching, groping
tentacles. Or was there -- yes! -- a lump in the upper body of
the thing... a container of sorts for the brain, ganglia, or
whichever diseased organ governed this horror's loathsome life!"
This evil creature moves normally.
It is magical, casting spells which summon a demon, terrify, paralyze, haste-self, heal-self, cause amnesia, cause brain smashing, confuse, or cause mind blasting; 1 time in 5.
It can swim and bore through walls.
It resists fire, cold, and poison.
It resists teleportation and plasma.
It takes a while to see intruders, which it may notice from 200 feet.
It will carry up to 6 objects or treasures.
It can crush to shatter with damage 8d6, touch to reduce constitution with damage 1d2, and touch to reduce constitution with damage 1d2.

[U] Morgenstern, Julian's steed (L.Slate 'q' : 'q')

=== Num:629 Lev:53 Rar:3 Spd:130 Hp:2100 AC:50 Exp:45126
Morgenstern is tougher and faster than any other horse: "Morgenstern
was six hands higher than any other horse I had ever seen, and his
eyes were the dead color of a Weimaraner dog's and his coat was all
gray and his hooves looked like polished steel. He raced along like
the wind..."
This natural creature moves normally.
It regenerates quickly.
It can swim and bash down doors.
It resists cold, poison, and lightning.
It cannot be confused, slept, or frightened.
It tends to overlook intruders, which it may notice from 200 feet.
It can kick to attack with damage 4d4, kick to attack with damage 5d5, and bite to attack with damage 6d6.

The Headless ghost (Umber 'G' : 'G')

=== Num:533 Lev:53 Rar:3 Spd:120 Hp:14d25 AC:15 Exp:29175
A phantasmal apparition with no head
This evil undead creature moves a bit erratically.
It is always created sluggish. It is cold blooded.
It is magical, casting spells which produce frost bolts, terrify, cause amnesia, blind, or drain mana; 1 time in 15.
It can pass through walls, fly, and pick up objects.
It resists cold and poison.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry up to 3 objects or treasures.
It can touch to terrify, touch to lower experience (by 40d6+), claw to reduce intelligence with damage 5d5, and claw to reduce wisdom with damage 5d5.

The Giant headless (Umber 'H' : 'H')

=== Num:653 Lev:53 Rar:2 Spd:110 Hp:30d18 AC:25 Exp:10465
Giant headless humanoid abominations created by a magical mutation.
This evil creature moves normally.
It usually appears in groups.
It is magical, casting spells which terrify, produce balls of radiation, or blind; 1 time in 6.
It can open doors and bash down doors.
It resists poison.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can hit to attack with damage 4d8, hit to attack with damage 4d8, and hit to attack with damage 4d8.

The Revenant (Umber 'W' : 'W')

=== Num:555 Lev:53 Rar:1 Spd:125 Hp:166 AC:35 Exp:23219
Back from the grave, to wreak vengeance upon the living. A gaunt, tall,
skeletal figure wearing a ruined plate mail.
This evil undead creature moves normally.
It is always created sluggish. It regenerates quickly. It is cold blooded.
It is magical, casting spells which produce fire bolts; 1 time in 4.
It can open doors, push past weaker monsters, and bash down doors.
It is hurt by bright light.
It resists cold and poison.
It cannot be confused or slept.
It is observant of intruders, which it may notice from 300 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 2d10, and hit to attack with damage 2d10.

The Balance drake (Slate 'd' : 'd')

=== Num:503 Lev:53 Rar:3 Spd:110 Hp:350 AC:45 Exp:45092
A mighty dragon, the balance drake seeks to maintain the Cosmic Balance,
and despises your feeble efforts to destroy evil.
This evil good dragon moves normally.
It is always created sluggish.
It may breathe sound, disenchantment, chaos, or shards, and is also magical, casting spells which terrify, slow, or confuse; 1 time in 6.
It can open doors, bash down doors, and fly.
It resists fire and cold.
It resists disenchantment.
It cannot be confused or slept.
It takes quite a while to see intruders, which it may notice from 250 feet.
It will carry one or two objects or treasures.
It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6.

[U] Jurt the Living Trump (L.Red 'p' : 'p')

=== Num:517 Lev:54 Rar:5 Spd:120 Hp:700 AC:45 Exp:59246
A magical treatment has turned Jurt, an adept of Logrus,
into a Living Trump.
This evil creature moves normally.
He is surrounded by electricity.
He is magical, casting spells which invoke raw Logrus, teleport-self, or blink-self; 1 time in 6.
He can open doors, bash down doors, and pick up objects.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 5d5, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5.

[U] The Greater hell magic mushroom were-quylthulg (Slate 'Q' : 'Q')

=== Num:572 Lev:54 Rar:30 Spd:120 Hp:950 AC:40 Exp:74777
This unholy abomination will crush you too. Flee while you can!
This silly natural evil demon moves normally.
It is always created sluggish. It is cold blooded.
It is magical, casting spells intelligently which summon a demon, summon similar monsters, terrify, haste-self, raise the dead, heal-self, teleport-self, summon a dragon, teleport away, blink-self, create darkness, slow, summon an undead, drain mana, or summon a monster; 1 time in 3.
It can swim, bore through walls, and bash down doors.
It resists fire, acid, cold, and poison.
It resists disenchantment, nexus, nether, water, and plasma.
It cannot be stunned, confused, slept, or teleported.
It tends to overlook intruders, which it may notice from 500 feet.
It will carry one or two exceptional objects.
It can gaze to drain life force with damage 4d8, gaze to drain life force with damage 4d8, crush to shoot acid with damage 8d8, and crush to shoot acid with damage 8d8.

The Mature green dragon (Green 'd' : 'd')

=== Num:561 Lev:54 Rar:1 Spd:110 Hp:330 AC:40 Exp:27120
A large dragon, scales tinted deep green.
This evil dragon moves normally.
It is always created sluggish.
It may breathe poison, and is also magical, casting spells which terrify; 1 time in 9.
It can bash down doors and fly.
It resists poison.
It cannot be confused or slept.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 4 objects or treasures.
It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d10.

The Grey wraith (Slate 'W' : 'W')

=== Num:554 Lev:54 Rar:1 Spd:110 Hp:120 AC:30 Exp:17966
A tangible but ghostly form, made of grey fog. The air around it feels
deathly cold.
This evil undead creature moves normally.
It is always created sluggish. It is cold blooded.
It is magical, casting spells which terrify, paralyze, create darkness, or cause critical wounds; 1 time in 7.
It can open doors and bash down doors.
It is hurt by bright light.
It resists cold and poison.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can hit to attack with damage 1d10, hit to attack with damage 1d10, and touch to lower experience (by 40d6+).

The Disenchanter worm mass (Violet 'w' : 'w')

=== Num:632 Lev:54 Rar:3 Spd:100 Hp:6d8 AC:5 Exp:2503
It is a strange mass of squirming worms. Magical energy crackles
around its disgusting form.
This natural creature moves somewhat erratically.
It breeds explosively. It is rarely detected by telepathy.
It can swim and bash down doors.
It is hurt by bright light.
It resists disenchantment.
It cannot be frightened.
It is fairly observant of intruders, which it may notice from 70 feet.
It can crawl on you to disenchant with damage 1d4.

[U] Loge, Spirit of Fire (L.Red 'E' : 'E')

=== Num:606 Lev:54 Rar:3 Spd:120 Hp:1050 AC:25 Exp:48994
A towering fire elemental, Loge burns everything beyond recognition.
This evil creature moves a bit erratically.
He is always created sluggish. He is surrounded by flames. He is not detected by telepathy.
He is magical, casting spells which produce fire balls or produce plasma bolts; 1 time in 4.
He can destroy weaker monsters, bash down doors, and destroy objects.
He resists fire and poison.
He cannot be confused or slept.
He tends to overlook intruders, which he may notice from 120 feet.
He can hit to burn with damage 6d6, hit to burn with damage 6d6, hit to burn with damage 6d6, and hit to burn with damage 6d6.

The Night mare (Violet 'q' : 'q')

=== Num:622 Lev:54 Rar:3 Spd:120 Hp:900 AC:30 Exp:38709
A fearsome skeletal horse with glowing eyes, that watch you with little
more than a hatred of all that lives. Flying hooves don't touch the
ground...
This evil undead creature moves normally.
It is cold blooded.
It can open doors, bash down doors, and fly.
It resists cold and poison.
It cannot be confused or slept.
It is ever vigilant for intruders, which it may notice from 300 feet.
It will carry up to 4 objects or treasures.
It can bite to lower experience (by 80d6+) with damage 2d6, hit to attack with damage 3d8, hit to attack with damage 3d8, and hit to confuse with damage 6d6.

The Shimmering vortex (Violet 'v' : 'v')

=== Num:600 Lev:54 Rar:4 Spd:140 Hp:4d12 AC:15 Exp:18686
A strange pillar of shining light that hurts your eyes. Its shape changes
constantly as it cuts through the air towards you. It is like a beacon,
waking monsters from their slumber.
This creature moves extremely erratically.
It is always created sluggish. It is not detected by telepathy.
It may breathe light powerfully; 1 time in 4.
It can bash down doors and fly.
It resists teleportation.
It cannot be confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 1000 feet.
It has no physical attacks.

The Dread (Orange 'G' : 'G')

=== Num:534 Lev:54 Rar:2 Spd:120 Hp:25d14 AC:15 Exp:23554
It is a form that screams its presence against the eye. Death incarnate,
its hideous black body seems to struggle against reality as the universe
itself struggles to banish it.
This evil undead creature moves a bit erratically.
It is always created sluggish. It is invisible. It is cold blooded.
It is magical, casting spells which paralyze, produce nether bolts, blind, confuse, or drain mana; 1 time in 15.
It can pass through walls, fly, and pick up objects.
It resists cold and poison.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 6d6, hit to attack with damage 6d6, and hit to reduce strength with damage 3d4.

The Eog golem (L.Dark 'g' : 'g')

=== Num:530 Lev:54 Rar:4 Spd:100 Hp:100d14 AC:50 Exp:16149
It is a massive deep brown statue, striding towards you with an
all-too-familiar purpose. Your magic surprisingly feels much less
powerful now.
This creature moves normally.
It reflects bolt spells. It is cold blooded. It is not detected by telepathy.
It can bash down doors.
It resists fire, cold, and poison.
It cannot be confused, slept, or frightened.
It is fairly observant of intruders, which it may notice from 120 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 8d6, hit to attack with damage 8d6, hit to attack with damage 6d6, and hit to attack with damage 6d6.

The Mezzodaemon (Orange 'u' : 'u')

=== Num:568 Lev:54 Rar:2 Spd:110 Hp:30d13 AC:34 Exp:34286
An ugly demon with insect-like extremities and large bulbous eyes.
This evil demon moves normally.
It is always created sluggish. It is invisible.
It is magical, casting spells which summon a demon, blink-self, or create darkness; 1 time in 4.
It can pass through walls.
It resists fire, acid, and poison.
It cannot be stunned, confused, or slept.
It pays little attention to intruders, which it may notice from 100 feet.
It can claw to attack with damage 5d6, and claw to attack with damage 5d6.

The Multi-hued hound (Violet 'Z' : 'Z')

=== Num:513 Lev:54 Rar:2 Spd:120 Hp:30d7 AC:20 Exp:22869
Shimmering in rainbow hues, this hound is beautiful and deadly.
This natural creature moves normally.
It is always created sluggish. It usually appears in groups.
It may breathe poison, acid, frost, fire, or lightning; 1 time in 5.
It can bash down doors.
It resists fire, acid, cold, poison, and lightning.
It cannot be confused or slept.
It is ever vigilant for intruders, which it may notice from 250 feet.
It can claw to attack with damage 3d6, claw to attack with damage 3d6, bite to attack with damage 4d4, and bite to attack with damage 4d4.

The Quantum dot (Violet ',' : ',')

=== Num:863 Lev:54 Rar:5 Spd:110 Hp:3d2 AC:50 Exp:1714
It is there and it is not.
This quantum creature moves normally, but does not deign to chase intruders.
It breeds explosively. It is rarely detected by telepathy. It usually appears in groups.
It is magical, casting spells which blink-self or cause mind blasting; 1 time in 2.
It resists acid, cold, and poison.
It cannot be stunned, confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 200 feet.
It can release spores to reduce all stats with damage 2d4, release spores to disenchant with damage 2d4, release spores to confuse with damage 2d4, and release spores to terrify with damage 2d4.

[U] Lord Borel of Hendrake (Violet 'p' : 'p')

=== Num:573 Lev:54 Rar:2 Spd:120 Hp:1260 AC:50 Exp:96069
A Lord of Chaos famous for his skill at arms.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells which summon similar monsters or teleport to; 1 time in 4.
He can open doors and bash down doors.
He resists fire, acid, and poison.
He cannot be confused or slept.
He is fairly observant of intruders, which he may notice from 250 feet.
He will carry one or two good objects.
He can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to attack with damage 3d8, and hit to attack with damage 3d8.

The Vore (Violet 'S' : 'S')

=== Num:884 Lev:54 Rar:2 Spd:125 Hp:35d10 AC:30 Exp:24720
A gaunt, vaguely humanoid torso merged with the form of a giant
spider, ugly as sin. It screams horribly as it charges at you.
This evil creature moves normally.
It is magical, casting spells which produce mana bolts; 1 time in 5.
It can open doors and bash down doors.
It resists acid, cold, and poison.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can claw to attack with damage 4d8, and claw to attack with damage 8d4.

The Mature white dragon (White 'd' : 'd')

=== Num:549 Lev:54 Rar:1 Spd:110 Hp:350 AC:40 Exp:32263
A large dragon, scales gleaming bright white.
This evil dragon moves normally.
It is always created sluggish.
It may breathe frost, and is also magical, casting spells which terrify; 1 time in 10.
It can open doors, bash down doors, and fly.
It resists cold.
It cannot be confused or slept.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d8.

The Anti-paladin (L.Dark 'p' : 'p')

=== Num:497 Lev:54 Rar:2 Spd:120 Hp:30d14 AC:25 Exp:10560
An embodiment of all the cardinal vices, he beholds you scornfully.
This evil creature moves normally.
He is magical, casting spells which terrify, paralyze, haste-self, create traps, cause amnesia, create darkness, blind, or cause critical wounds; 1 time in 4.
He can open doors, bash down doors, and pick up objects.
He resists cold and poison.
He cannot be confused or slept.
He takes quite a while to see intruders, which he may notice from 300 feet.
He will carry a object or treasure.
He can hit to attack with damage 2d6, hit to attack with damage 1d6, and hit to attack with damage 1d6.

The Sea troll (L.Blue 'T' : 'T')

=== Num:544 Lev:54 Rar:1 Spd:110 Hp:287 AC:25 Exp:27120
He is a troll that reeks of brine, close relative to water trolls.
This evil aquatic troll moves normally.
He usually appears in groups.
He can open doors and bash down doors.
He is hurt by bright light.
He resists cold and poison.
He resists water.
He tends to overlook intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d10, hit to attack with damage 1d10, hit to attack with damage 3d2, and hit to attack with damage 3d2.

The Mature bronze dragon (L.Umber 'd' : 'd')

=== Num:562 Lev:54 Rar:2 Spd:110 Hp:400 AC:40 Exp:47589
A large dragon with scales of rich bronze.
This dragon moves normally.
It is always created sluggish.
It may breathe confusion, and is also magical, casting spells which terrify or confuse; 1 time in 9.
It can bash down doors and fly.
It cannot be confused or slept.
It pays very little attention to intruders, which it may notice from 200 feet.
It will carry up to 4 objects or treasures.
It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d10.

The Mature blue dragon (Blue 'd' : 'd')

=== Num:560 Lev:54 Rar:1 Spd:110 Hp:350 AC:40 Exp:22423
A large dragon, scales tinted deep blue.
This evil dragon moves normally.
It is always created sluggish.
It may breathe lightning, and is also magical, casting spells which terrify; 1 time in 9.
It can bash down doors and fly.
It resists lightning.
It cannot be confused or slept.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 4 objects or treasures.
It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d10.

The Star vampire (Red 'V' : 'V')

=== Num:536 Lev:55 Rar:20 Spd:120 Hp:23d25 AC:20 Exp:24375
"It was red and dripping; an immensity of pulsing, moving jelly;
a scarlet blob with myriad tentacular trunks that waved and waved.
There were suckers on the tips of the appendages, and these were
opening and closing with ghoulish lust... the thing was bloated and
obscene; a headless, faceless, eyeless bulk, with the ravenous maw and
titanic talons of a star-born monster."
This evil creature moves normally.
It can fly.
It resists fire, poison, and lightning.
It cannot be stunned, confused, slept, or frightened.
It is fairly observant of intruders, which it may notice from 200 feet.
It can claw to reduce strength with damage 4d4, bite to drain life force with damage 4d4, claw to reduce strength with damage 4d4, and bite to drain life force with damage 4d4.

The Ebony monk (L.Dark 'p' : 'p')

=== Num:870 Lev:55 Rar:3 Spd:120 Hp:48d11 AC:28 Exp:38867
A monk in dusky robes trained in the most lethal martial arts.
This creature moves normally.
He is magical, casting spells which produce nether bolts; 1 time in 9.
He can open doors and bash down doors.
He resists cold and poison.
He resists nether.
He cannot be confused, slept, or frightened.
He is observant of intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can kick to attack with damage 7, hit to lower experience (by 10d6+) with damage 7d2, kick to attack with damage 7d4, and hit to lower experience (by 10d6+) with damage 7d2.

[U] Little Boy (L.Dark '{' : '{')

=== Num:531 Lev:55 Rar:2 Spd:120 Hp:108 AC:40 Exp:19486
A shining machine of death and destruction.
This silly creature moves normally.
It is always created sluggish. It reflects bolt spells. It is cold blooded. It is not detected by telepathy.
It can bash down doors.
It resists fire, cold, and poison.
It cannot be confused, slept, frightened, or teleported.
It takes a while to see intruders, which it may notice from 100 feet.
It can explode to shatter with damage 100d2.

The Ooze elemental (L.Umber 'E' : 'E')

=== Num:545 Lev:55 Rar:3 Spd:110 Hp:8d10 AC:40 Exp:19730
It is a towering mass of filth, an eyesore of ooze.
This evil creature moves normally.
It is always created sluggish. It is cold blooded. It is not detected by telepathy.
It is magical, casting spells which produce acid balls or produce acid bolts; 1 time in 5.
It can destroy weaker monsters, swim, bash down doors, and destroy objects.
It resists acid, poison, and lightning.
It cannot be confused, slept, or frightened.
It pays little attention to intruders, which it may notice from 100 feet.
It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10.

The Ancient bronze dragon (L.Umber 'D' : 'D')

=== Num:602 Lev:55 Rar:2 Spd:120 Hp:660 AC:45 Exp:101619
A huge draconic form enveloped in a cascade of colour.
This dragon moves normally.
It is always created sluggish.
It may breathe confusion powerfully, and is also magical, casting spells intelligently which terrify, blind, or confuse; 1 time in 6.
It can push past weaker monsters, bash down doors, and fly.
It cannot be confused or slept.
It pays very little attention to intruders, which it may notice from 200 feet.
It will carry up to 8 objects or treasures.
It can claw to attack with damage 4d8, claw to attack with damage 4d8, and bite to confuse with damage 5d10.

The Young red dragon (Red 'd' : 'd')

=== Num:563 Lev:55 Rar:1 Spd:110 Hp:175 AC:30 Exp:19556
It has a form that legends are made of. Its still-tender scales are a
deepest red hue. Heat radiates from its form.
This evil dragon moves normally.
It is always created sluggish.
It may breathe fire, and is also magical, casting spells which terrify; 1 time in 11.
It can open doors, bash down doors, and fly.
It resists fire.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d8.

The Gas spore (Green 'e' : 'e')

=== Num:519 Lev:55 Rar:4 Spd:110 Hp:25d7 AC:1 Exp:12467
From a distance, this creature is often mistaken for the
much more dangerous beholder.
This creature moves normally.
It is always created sluggish. It is not detected by telepathy.
It can fly.
It cannot be confused, slept, or frightened.
It is observant of intruders, which it may notice from 300 feet.
It can explode to disease with damage 40d2.

The Ice elemental (White 'E' : 'E')

=== Num:570 Lev:55 Rar:2 Spd:110 Hp:21d10 AC:30 Exp:17425
It is a towering glacier of ice.
This evil creature moves normally.
It is always created sluggish. It is surrounded by ice. It is cold blooded. It is not detected by telepathy.
It is magical, casting spells which produce ice bolts or produce frost balls; 1 time in 5.
It can destroy weaker monsters, swim, bash down doors, and destroy objects.
It resists cold, poison, and lightning.
It cannot be confused, slept, or frightened.
It pays little attention to intruders, which it may notice from 100 feet.
It can bite to freeze with damage 1d3, hit to attack with damage 4d6, and bite to freeze with damage 1d3.

The Cherub (L.Slate 'A' : 'A')

=== Num:511 Lev:55 Rar:6 Spd:120 Hp:315 AC:35 Exp:32965
It is an angel moving very quickly, wielding a holy war hammer and casting
a volley of powerful spells in your direction.
This good creature moves normally.
It is always created sluggish. It reflects bolt spells.
It is magical, casting spells intelligently which terrify, summon monsters, haste-self, heal-self, blind, cause mind blasting, or produce fire bolts; 1 time in 3.
It can open doors, push past weaker monsters, bash down doors, fly, and pick up objects.
It resists acid, poison, and lightning.
It resists teleportation.
It cannot be confused, slept, or frightened.
It prefers to ignore intruders, which it may notice from 300 feet.
It will carry up to 4 objects or treasures.
It can hit to attack with damage 4d3, hit to attack with damage 3d8, hit to attack with damage 4d3, and hit to attack with damage 3d8.

The Colossus (Yellow 'g' : 'g')

=== Num:558 Lev:55 Rar:4 Spd:105 Hp:2100 AC:75 Exp:30102
An enormous construct resembling a titan made from stone. It strides
purposefully towards you, swinging its slow fists with earth-shattering
power.
This creature moves normally.
It reflects bolt spells. It is cold blooded. It is not detected by telepathy.
It can bash down doors.
It resists fire, cold, and poison.
It cannot be confused, slept, or frightened.
It is fairly observant of intruders, which it may notice from 150 feet.
It can hit to attack with damage 10d10, hit to attack with damage 10d10, hit to attack with damage 6d6, and hit to attack with damage 6d6.

The Chaos butterfly (L.Green 'I' : 'I')

=== Num:578 Lev:55 Rar:2 Spd:120 Hp:60d7 AC:30 Exp:27483
"It had the appearance of a butterfly, but but a butterfly with
wings so huge they blotted out the sun... it had a man's body,
covered with hairs or feathers hued like a peacocks..."
This evil creature moves normally.
It is always created sluggish. It is rarely detected by telepathy.
It may breathe chaos or confusion; 1 time in 9.
It can bash down doors and fly.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 400 feet.
It can claw to attack with damage 3d7, claw to attack with damage 3d7, and crush to attack with damage 10d5.

The Flying polyp (L.Red 'l' : 'l')

=== Num:580 Lev:55 Rar:20 Spd:115 Hp:245 AC:35 Exp:20673
"They were only partly material and had the power of aerial motion,
despite the absence of wings... Suggestions of monstrous plasticity
and of temporary lapses of visibility..."
This evil creature moves normally.
It is invisible.
It may breathe force; 1 time in 7.
It can pass through walls and fly.
It resists acid, cold, and poison.
It resists disenchantment.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 900 feet.
It can crush to paralyze with damage 7d4, crush to paralyze with damage 7d4, and crush to paralyze with damage 7d4.

The Crystal drake (L.Blue 'd' : 'd')

=== Num:591 Lev:56 Rar:2 Spd:120 Hp:450 AC:45 Exp:76516
A dragon of strange crystalline form. Light shines through it, dazzling
your eyes with spectrums of colour.
This evil dragon moves normally.
It is always created sluggish. It reflects bolt spells. It is invisible.
It may breathe shards, and is also magical, casting spells which terrify, slow, blind, or confuse; 1 time in 6.
It can open doors, bash down doors, and fly.
It resists cold.
It cannot be confused or slept.
It takes quite a while to see intruders, which it may notice from 250 feet.
It will carry up to 4 objects or treasures.
It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 2d5.

The Xaren (Yellow 'X' : 'X')

=== Num:639 Lev:56 Rar:1 Spd:120 Hp:220 AC:35 Exp:32107
It is a tougher relative of the Xorn. Its hide glitters with metal ores.
This creature moves normally.
It is cold blooded. It is not detected by telepathy.
It can pass through walls and destroy objects.
It is hurt by rock remover.
It resists fire, cold, and poison.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.
It can hit to attack with damage 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Mumak (Slate 'q' : 'q')

=== Num:673 Lev:56 Rar:2 Spd:110 Hp:54d10 AC:30 Exp:19129
A massive elephantine form with eyes twisted by madness.
This natural creature moves normally.
It usually appears in groups.
It can bash down doors.
It pays very little attention to intruders, which it may notice from 200 feet.
It can butt to attack with damage 4d6, butt to attack with damage 4d6, and crush to attack with damage 4d4.

The Baron of hell (L.Umber 'U' : 'U')

=== Num:609 Lev:56 Rar:3 Spd:110 Hp:1356 AC:65 Exp:56818
A minor demon lord with a goat's head, tough to kill.
This evil demon moves normally.
He is magical, casting spells which produce plasma bolts; 1 time in 2.
He can open doors and bash down doors.
He resists fire and poison.
He resists teleportation and plasma.
He cannot be confused or slept.
He takes quite a while to see intruders, which he may notice from 100 feet.
He can claw to attack with damage 11d2, claw to attack with damage 11d2, and claw to attack with damage 22.

The Beholder (Green 'e' : 'e')

=== Num:603 Lev:56 Rar:4 Spd:120 Hp:1120 AC:40 Exp:74169
A disembodied eye, surrounded by twelve smaller eyes on stalks.
This evil creature moves normally.
It is always created sluggish.
It is magical, casting spells which produce frost bolts, terrify, produce acid bolts, cause amnesia, create darkness, slow, blind, confuse, drain mana, cause mind blasting, or produce fire bolts; 1 time in 2.
It can bash down doors and fly.
It resists poison.
It resists teleportation.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 300 feet.
It can gaze to lower experience (by 20d6+) with damage 2d4, gaze to paralyze with damage 2d4, gaze to reduce intelligence with damage 2d6, and gaze to drain charges with damage 2d6.

The Killer iridescent beetle (Violet 'K' : 'K')

=== Num:586 Lev:56 Rar:2 Spd:110 Hp:150 AC:24 Exp:13689
It is a giant beetle, whose carapace shimmers with vibrant energies.
This natural creature moves normally.
It is surrounded by electricity. It is rarely detected by telepathy.
It can bash down doors and fly.
It resists lightning.
It takes quite a while to see intruders, which it may notice from 160 feet.
It can claw to electrocute with damage 1d12, claw to electrocute with damage 1d12, and gaze to paralyze.

The Mummified troll (White 'z' : 'z')

=== Num:575 Lev:56 Rar:1 Spd:110 Hp:192 AC:30 Exp:19271
It is a massive figure clothed in wrappings. You are wary of its massive
fists.
This evil undead troll moves normally.
It is cold blooded. It is not detected by telepathy.
It can open doors and bash down doors.
It resists cold and poison.
It cannot be confused, slept, or frightened.
It tends to overlook intruders, which it may notice from 200 feet.
It can hit to attack with damage 2d6, and hit to attack with damage 2d6.

[U] Strygalldwir (L.Slate 'U' : 'U')

=== Num:651 Lev:56 Rar:3 Spd:120 Hp:900 AC:30 Exp:123733
A demon from the Courts of Chaos. According to Corwin,
'it was well over six feet in height, with great branches of antlers
growing out of its forehead. Nude, its flesh was a uniform ash-gray
in color. It appeared to be sexless, and it had gray, leathery wings
extending far out behind it'.
This evil demon moves normally.
It is always created sluggish. It is invisible. It is cold blooded.
It is magical, casting spells which summon a demon, terrify, paralyze, produce nether bolts, produce acid bolts, cause amnesia, create darkness, blind, cause mind blasting, or cause critical wounds; 1 time in 3.
It can open doors, push past weaker monsters, pass through walls, bash down doors, and fly.
It resists cold and poison.
It is fairly observant of intruders, which it may notice from 900 feet.
It will carry up to 4 good objects.
It can claw to attack with damage 5d5, claw to attack with damage 5d5, hit to reduce strength with damage 4d4, and touch to lower experience (by 80d6+) with damage 8.

The Mature black dragon (L.Dark 'd' : 'd')

=== Num:592 Lev:56 Rar:1 Spd:110 Hp:350 AC:40 Exp:30969
A large dragon, with scales of deepest black.
This evil dragon moves normally.
It is always created sluggish.
It may breathe acid, and is also magical, casting spells which terrify; 1 time in 9.
It can bash down doors and fly.
It resists acid.
It cannot be confused or slept.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry up to 4 objects or treasures.
It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d10.

The Time bomb (White '.' : '.')

=== Num:567 Lev:57 Rar:5 Spd:130 Hp:108 AC:20 Exp:5429
It was left here to be used against intruders.
This creature moves normally, but does not deign to chase intruders.
It is invisible. It is cold blooded. It is not detected by telepathy.
It cannot be confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can explode to time with damage 30d2.

The Enchantress (Yellow 'p' : 'p')

=== Num:636 Lev:57 Rar:4 Spd:130 Hp:310 AC:25 Exp:103360
This elusive female spellcaster has a special affinity for dragons, whom
she rarely fights without.
This evil creature moves normally.
She is always created sluggish.
She is magical, casting spells which summon a dragon or blind; 1 time in 2.
She can open doors and bash down doors.
She cannot be confused or slept.
She is fairly observant of intruders, which she may notice from 200 feet.
She will carry one or two good objects.
She can hit to attack with damage 2d6, hit to attack with damage 2d6, and hit to attack with damage 2d8.

The Mature gold dragon (Yellow 'd' : 'd')

=== Num:590 Lev:57 Rar:2 Spd:110 Hp:400 AC:45 Exp:61994
A large dragon with scales of gleaming gold.
This dragon moves normally.
It is always created sluggish.
It may breathe sound, and is also magical, casting spells which terrify or confuse; 1 time in 9.
It can bash down doors and fly.
It cannot be confused or slept.
It pays very little attention to intruders, which it may notice from 200 feet.
It will carry up to 4 objects or treasures.
It can claw to attack with damage 1d4, claw to attack with damage 1d10, and bite to attack with damage 2d12.

The Ipsissimus (L.Dark 'p' : 'p')

=== Num:571 Lev:57 Rar:2 Spd:110 Hp:170 AC:25 Exp:14802
A gaunt figure, clothed in black robes.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells intelligently which summon a demon, terrify, paralyze, produce nether bolts, haste-self, raise the dead, teleport-self, cause amnesia, summon an undead, blind, teleport to, cause mind blasting, or cause critical wounds; 1 time in 3.
He can open doors and bash down doors.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 2d6, and hit to attack with damage 2d6.

[U] Charybdis (Red 'l' : 'l')

=== Num:669 Lev:57 Rar:1 Spd:120 Hp:2800 AC:50 Exp:208240
A monstrous dweller of the depths; its hungry maw has been the doom
of innumerable sailors!
This evil aquatic creature moves normally, but does not deign to chase intruders.
It is always created sluggish.
It is magical, casting spells intelligently which produce water balls; 1 time in 5.
It can push past weaker monsters.
It resists acid, cold, and poison.
It resists water.
It cannot be stunned, confused, or slept.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 6 objects or treasures.
It can engulf to attack with damage 10d8, engulf to attack with damage 10d8, and engulf to attack with damage 10d8.

The Undead beholder (Slate 'e' : 'e')

=== Num:664 Lev:57 Rar:4 Spd:120 Hp:1890 AC:50 Exp:101442
A disembodied eye, floating in the air. Black nether storms rage around
its bloodshot pupil and light seems to bend as it sucks its power from the
very air around it. Your soul chills as it drains your vitality for its
evil enchantments.
This evil undead creature moves normally.
It is always created sluggish. It is cold blooded.
It is magical, casting spells which produce mana bolts, raise the dead, cause amnesia, slow, cause brain smashing, summon an undead, drain mana, cause mortal wounds, or cause mind blasting; 1 time in 2.
It can bash down doors and fly.
It resists cold, poison, and lightning.
It resists teleportation.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 300 feet.
It can gaze to lower experience (by 40d6+), gaze to paralyze, gaze to reduce intelligence with damage 2d6, and gaze to drain charges with damage 2d6.

The Raal's Tome of Destruction (Red '?' : '?')

=== Num:557 Lev:57 Rar:4 Spd:120 Hp:570 AC:75 Exp:70065
A sentient arcane tome casting spells with malevolent intent.
This evil creature moves normally, but does not deign to chase intruders.
It is always created sluggish. It is cold blooded. It is not detected by telepathy.
It may breathe poison, frost, fire, or nether, and is also magical, casting spells which produce water bolts, produce poison balls, produce mana bolts, or produce acid bolts; 1 time in 2.
It is hurt by fire.
It resists acid, cold, and lightning.
It resists teleportation and nether.
It cannot be confused, slept, or frightened.
It takes a while to see intruders, which it may notice from 200 feet.
It will carry one or two good objects.
It has no physical attacks.

The Wyrd sister (Yellow 'p' : 'p')

=== Num:647 Lev:57 Rar:4 Spd:125 Hp:418 AC:30 Exp:35575
This old crone is rumoured to be a witch of chaos... but you don't
really believe in witches, do you?
This evil creature moves normally.
She is always created sluggish.
She is magical, casting spells which summon a demon, terrify, create darkness, blind, or confuse; 1 time in 2.
She can open doors and bash down doors.
She cannot be confused or slept.
She is fairly observant of intruders, which she may notice from 200 feet.
She will carry one or two objects or treasures.
She can claw to attack with damage 2d6, claw to attack with damage 2d6, and claw to attack with damage 2d8.

The Death knight (Slate 'p' : 'p')

=== Num:597 Lev:57 Rar:1 Spd:120 Hp:360 AC:40 Exp:33621
It is a humanoid form dressed in armour of an ancient form. From beneath
its helmet, eyes glow a baleful red and seem to pierce you like lances of
fire.
This evil creature moves normally.
It is always created sluggish. It is cold blooded.
It is magical, casting spells intelligently which terrify, produce nether bolts, summon monsters, blind, or cause critical wounds; 1 time in 5.
It can open doors and bash down doors.
It resists cold.
It resists nether.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 6d6, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to lower experience (by 20d6+).

The Smoke elemental (L.Dark 'E' : 'E')

=== Num:537 Lev:57 Rar:3 Spd:120 Hp:15d7 AC:40 Exp:41112
It is a towering blackened form, crackling with heat.
This evil creature moves normally.
It is always created sluggish. It is not detected by telepathy.
It is magical, casting spells which create darkness or produce fire bolts; 1 time in 5.
It can destroy weaker monsters, bash down doors, destroy objects, and fly.
It resists fire, poison, and lightning.
It cannot be confused, slept, or frightened.
It pays little attention to intruders, which it may notice from 100 feet.
It can bite to attack with damage 2d6, and bite to attack with damage 2d6.

The Fire angel (Yellow 'd' : 'd')

=== Num:576 Lev:57 Rar:3 Spd:120 Hp:350 AC:50 Exp:89752
It is a fast, deadly dragonoid creature. It was bred and trained
in the Courts of Chaos for assassination.
This evil dragon moves normally.
It may breathe plasma; 1 time in 9.
It can bash down doors and fly.
It resists fire.
It resists plasma.
It cannot be confused or slept.
It takes a while to see intruders, which it may notice from 100 feet.
It will carry up to 4 objects or treasures.
It can claw to attack with damage 3d8, claw to attack with damage 3d8, bite to attack with damage 5d5, and bite to attack with damage 5d5.

The 9-headed hydra (Orange 'M' : 'M')

=== Num:635 Lev:57 Rar:2 Spd:120 Hp:70d12 AC:48 Exp:89608
A strange reptilian hybrid with nine smouldering heads.
This natural creature moves normally.
It is always created sluggish.
It may breathe fire, and is also magical, casting spells which terrify or produce fire bolts; 1 time in 4.
It can swim, open doors, push past weaker monsters, and bash down doors.
It resists fire.
It takes a while to see intruders, which it may notice from 200 feet.
It will carry up to 8 objects or treasures.
It can bite to burn with damage 3d6, bite to burn with damage 3d6, bite to burn with damage 3d6, and bite to burn with damage 3d6.

The Lesser titan (Yellow 'P' : 'P')

=== Num:634 Lev:57 Rar:3 Spd:120 Hp:600 AC:35 Exp:80741
It is a humanoid figure thirty feet tall that gives off an aura of power
and hate.
This evil giant moves normally.
He is always created sluggish.
He is magical, casting spells intelligently which terrify, summon monsters, heal-self, or teleport to; 1 time in 3.
He can open doors, bash down doors, and pick up objects.
He takes a while to see intruders, which he may notice from 300 feet.
He will carry up to 4 objects or treasures.
He can hit to confuse with damage 6d6, hit to confuse with damage 6d6, hit to confuse with damage 6d6, and hit to confuse with damage 6d6.

The Magma elemental (Orange 'E' : 'E')

=== Num:584 Lev:57 Rar:2 Spd:110 Hp:21d10 AC:30 Exp:33838
It is a towering glowing form of molten hate.
This evil creature moves normally.
It is always created sluggish. It is surrounded by flames. It is not detected by telepathy.
It is magical, casting spells which produce fire balls or produce plasma bolts; 1 time in 7.
It can destroy weaker monsters, pass through walls, and destroy objects.
It resists fire and poison.
It cannot be confused, slept, or frightened.
It pays little attention to intruders, which it may notice from 100 feet.
It can hit to burn with damage 3d7, hit to attack with damage 4d6, and hit to burn with damage 3d7.

The Rotting quylthulg (L.Umber 'Q' : 'Q')

=== Num:633 Lev:57 Rar:1 Spd:120 Hp:120 AC:1 Exp:45709
It is a pulsing flesh mound that reeks of death and putrefaction.
This natural evil creature moves normally, but does not deign to chase intruders.
It is always created sluggish. It is invisible. It is not detected by telepathy.
It is magical, casting spells which teleport-self, blink-self, or summon an undead; 1 time in 2.
It cannot be confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 200 feet.
It has no physical attacks.

[U] Moire, Queen of Rebma (Blue 'E' : 'E')

=== Num:615 Lev:57 Rar:3 Spd:120 Hp:1400 AC:40 Exp:85952
The Queen of the Sea where the Pattern is reflected is a cunning
diplomat and a dangerous foe. "A woman sat upon the throne...
and her hair was green, though streaked with silver, and her eyes
were round of moons of jade and her brows rose like the wings of
olive gulls. Her mouth was small, her chin was small; her cheeks
were high and wide and rounded. A circlet of white gold crossed
her brow and there was a crystal necklace about her neck. At its
tip there flashed a sapphire between her sweet bare breasts, whose
nipples were also bare green. She wore scaled trunks of blue and
a silver belt, and she held a scepter of pink coral in her hand
and had a ring upon every finger, and each ring had a stone of
a different blue within it. She did not smile..."
This evil creature moves a bit erratically.
She is always created sluggish.
She is magical, casting spells which produce water bolts, produce ice bolts, produce water balls, or produce frost balls; 1 time in 4.
She can destroy weaker monsters, swim, bash down doors, and destroy objects.
She resists poison.
She cannot be confused, slept, or frightened.
She tends to overlook intruders, which she may notice from 120 feet.
She will carry up to 4 good objects.
She can hit to attack with damage 5d5, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5.

[U] Malekith the Accursed (Violet 'h' : 'h')

=== Num:628 Lev:57 Rar:2 Spd:125 Hp:1750 AC:35 Exp:230244
One of the oldest and most powerful dark elves, Malekith is a master
sorcerer devoted to evil. The left side of his face is pale, the other
one is dark. His hair is long and white.
This evil creature moves normally.
He is always created sluggish. He regenerates quickly.
He is magical, casting spells intelligently which summon a demon, summon similar monsters, paralyze, summon monsters, heal-self, teleport-self, produce nether balls, cause amnesia, create darkness, blind, confuse, teleport to, cause mind blasting, cause critical wounds, or summon a monster; 1 time in 2.
He can open doors and bash down doors.
He is hurt by bright light.
He cannot be stunned, confused, or slept.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry up to 4 good objects.
He can hit to attack with damage 12d9, and hit to attack with damage 12d9.

[U] The Queen Ant (Violet 'a' : 'a')

=== Num:581 Lev:57 Rar:2 Spd:120 Hp:900 AC:45 Exp:76543
She's upset because you hurt her children.
This natural good creature moves normally.
She is always created sluggish. She is rarely detected by telepathy. She usually appears with escorts.
She is magical, casting spells which summon ants; 1 time in 2.
She can open doors, bash down doors, and fly.
She cannot be confused or slept.
She is fairly observant of intruders, which she may notice from 300 feet.
She will carry one or two good objects.
She can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d8, and bite to attack with damage 2d8.

The Shan (L.Blue 'I' : 'I')

=== Num:583 Lev:57 Rar:4 Spd:120 Hp:14d10 AC:60 Exp:25550
"Those huge lidless eyes which stared with hate at me, the jointed
tendrils which seemed to twist from the head in cosmic rhythms,
the ten legs, covered with black shining tentacles and folded into
the pallid underbelly, and the semi-circular ridged wings covered
with triangular scales -- all this cannot convey the soul-ripping
horror of the shape which darted at me. I saw the three mouths
of the thing move moistly, and then it was upon me."
This natural evil creature moves normally.
It is cold blooded.
It is magical, casting spells which paralyze, cause amnesia, confuse, drain mana, or cause mind blasting; 1 time in 2.
It can fly.
It resists cold and poison.
It cannot be confused or slept.
It takes a while to see intruders, which it may notice from 200 feet.
It has no physical attacks.

The Law drake (L.Slate 'd' : 'd')

=== Num:502 Lev:58 Rar:3 Spd:110 Hp:315 AC:50 Exp:52623
This dragon is clever and cunning. It laughs at your puny efforts to
disturb it.
This good creature moves normally.
It is always created sluggish.
It may breathe sound or shards, and is also magical, casting spells which terrify, slow, or confuse; 1 time in 6.
It can open doors, bash down doors, and fly.
It resists cold.
It cannot be confused or slept.
It takes quite a while to see intruders, which it may notice from 250 feet.
It will carry one or two objects or treasures.
It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6.

The Mature multi-hued dragon (Violet 'd' : 'd')

=== Num:593 Lev:58 Rar:2 Spd:110 Hp:400 AC:40 Exp:94715
A large dragon, scales shimmering many colours.
This evil dragon moves normally.
It is always created sluggish.
It may breathe poison, acid, frost, fire, or lightning, and is also magical, casting spells which terrify, blind, or confuse; 1 time in 5.
It can open doors, bash down doors, and fly.
It resists fire, acid, cold, poison, and lightning.
It cannot be confused or slept.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 6 objects or treasures.
It can claw to attack with damage 1d10, claw to attack with damage 1d10, and bite to attack with damage 2d12.

The Jubjub bird (Umber 'B' : 'B')

=== Num:640 Lev:58 Rar:3 Spd:110 Hp:45d13 AC:30 Exp:30030
A vast legendary bird, its iron talons rake the most impenetrable of
surfaces and its screech echoes through the many winding dungeon corridors.
This natural creature moves normally.
It can bash down doors and fly.
It resists lightning.
It is fairly observant of intruders, which it may notice from 200 feet.
It can crush to attack with damage 8d12, crush to attack with damage 8d12, and hit to electrocute with damage 12d12.

[U] Scylla (L.Green 'M' : 'M')

=== Num:610 Lev:58 Rar:2 Spd:125 Hp:1050 AC:45 Exp:130841
A strange reptilian hybrid with multiple heads dripping venom.
This natural evil creature moves normally.
It is always created sluggish. It usually appears with an escort.
It may breathe poison or fire, and is also magical, casting spells which terrify or confuse; 1 time in 5.
It can swim, push past weaker monsters, and bash down doors.
It resists poison.
It takes a while to see intruders, which it may notice from 200 feet.
It will carry up to 6 objects or treasures.
It can bite to poison with damage 10d3, bite to poison with damage 10d3, bite to poison with damage 10d3, and bite to poison with damage 10d3.

The Nether wraith (L.Red 'W' : 'W')

=== Num:612 Lev:58 Rar:2 Spd:120 Hp:290 AC:30 Exp:130841
A form that hurts the eye, death permeates the air around it. As it nears
you, a coldness saps your soul.
This evil undead creature moves normally.
It is always created sluggish. It is invisible. It is cold blooded.
It is magical, casting spells which terrify, produce nether bolts, create darkness, blind, cause mind blasting, or cause critical wounds; 1 time in 6.
It can pass through walls and fly.
It is hurt by bright light.
It resists cold and poison.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry up to 4 objects or treasures.
It can hit to attack with damage 1d12, hit to attack with damage 1d12, touch to lower experience (by 80d6+), and touch to lower experience (by 80d6+).

The Vampire lord (Blue 'V' : 'V')

=== Num:623 Lev:58 Rar:3 Spd:120 Hp:1000 AC:28 Exp:56122
A foul wind chills your bones as this ghastly figure approaches.
This evil undead creature moves normally.
It is always created sluggish. It regenerates quickly. It is cold blooded.
It is magical, casting spells which terrify, paralyze, produce nether bolts, create darkness, cause brain smashing, blind, drain mana, cause mortal wounds, or cause critical wounds; 1 time in 7.
It can open doors, bash down doors, and fly.
It is hurt by bright light.
It resists cold and poison.
It resists teleportation.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry up to 4 objects or treasures.
It can hit to attack with damage 1d6, hit to attack with damage 1d6, bite to drain life force with damage 2d6, and bite to drain life force with damage 2d6.

The Weird fume (Violet '#' : '#')

=== Num:625 Lev:58 Rar:2 Spd:120 Hp:35d7 AC:20 Exp:41870
A swirling spiral of mist, constantly changing its appearance.
This creature moves extremely erratically.
It is always created sluggish. It is surrounded by electricity. It is not detected by telepathy.
It may breathe nexus, toxic waste, or chaos powerfully; 1 time in 6.
It can bash down doors and fly.
It resists fire and lightning.
It resists nexus.
It cannot be confused, slept, or frightened.
It is ever vigilant for intruders, which it may notice from 1000 feet.
It can engulf to confuse with damage 8d4, and engulf to confuse with damage 8d4.

The Ancient green dragon (Green 'D' : 'D')

=== Num:618 Lev:58 Rar:1 Spd:120 Hp:630 AC:40 Exp:133934
A huge draconic form enveloped in clouds of poisonous vapour.
This evil dragon moves normally.
It is always created sluggish.
It may breathe poison powerfully, and is also magical, casting spells intelligently which terrify, blind, or confuse; 1 time in 9.
It can push past weaker monsters, bash down doors, and fly.
It resists poison.
It cannot be confused or slept.
It pays little attention to intruders, which it may notice from 200 feet.
It will carry up to 8 objects or treasures.
It can claw to attack with damage 4d8, claw to attack with damage 4d8, and bite to attack with damage 5d10.

[U] Jack of Shadows (Slate 'p' : 'p')

=== Num:670 Lev:58 Rar:4 Spd:150 Hp:2100 AC:75 Exp:262234
Deriving his strength from the shadows, this king of thieves
steals only for the challenge.
This creature moves normally.
He regenerates quickly.
He is magical, casting spells intelligently which produce darkness storms, haste-self, heal-self, or confuse; 1 time in 4.
He can open doors, bash down doors, and pick up objects.
He cannot be stunned, confused, slept, frightened, or teleported.
He is observant of intruders, which he may notice from 700 feet.
He will carry one or two exceptional objects.
He can hit to attack with damage 5d10, hit to attack with damage 5d10, hit to steal items with damage 2d10, and hit to steal items with damage 2d10.

[U] Rinaldo, son of Brand (White 'p' : 'p')

=== Num:660 Lev:59 Rar:3 Spd:120 Hp:1120 AC:60 Exp:244803
The madman's son is a Logrus Master, almost as great a
menace as his father.
This Amberite moves normally.
He is always created sluggish.
He is magical, casting spells intelligently which produce water bolts, produce mana bolts, invoke raw Logrus, or cause critical wounds; 1 time in 2.
He can swim, open doors, and bash down doors.
He resists acid, cold, poison, and lightning.
He cannot be confused, slept, or teleported.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 8d6, hit to attack with damage 8d6, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8.

[U] Mandor, Master of the Logrus (Violet 'p' : 'p')

=== Num:598 Lev:59 Rar:5 Spd:120 Hp:530 AC:35 Exp:130362
Mandor is one of the greatest Logrus Masters, a formidable magician.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells intelligently which produce frost bolts, produce ice bolts, produce mana bolts, invoke raw Logrus, paralyze, produce plasma bolts, heal-self, create traps, produce fire bolts, or summon a monster; 1 time in 2.
He can open doors, bash down doors, and pick up objects.
He cannot be teleported.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 5d5, hit to attack with damage 5d5, hit to drain charges with damage 5d5, and hit to disenchant with damage 5d5.

The Great crystal drake (L.Blue 'D' : 'D')

=== Num:646 Lev:59 Rar:2 Spd:120 Hp:825 AC:45 Exp:94924
A huge crystalline dragon. Its claws could cut you to shreds and its
teeth are razor sharp. Strange colours ripple through it as it moves in
the light.
This evil dragon moves normally.
It is always created sluggish. It reflects bolt spells. It is invisible.
It may breathe shards powerfully, and is also magical, casting spells which terrify, slow, or confuse; 1 time in 6.
It can open doors, push past weaker monsters, bash down doors, and fly.
It resists cold.
It cannot be confused or slept.
It takes quite a while to see intruders, which it may notice from 250 feet.
It will carry up to 8 objects or treasures.
It can claw to attack with damage 4d9, claw to attack with damage 4d9, and bite to attack with damage 5d12.

The Ancient gold dragon (Yellow 'D' : 'D')

=== Num:645 Lev:59 Rar:2 Spd:120 Hp:675 AC:45 Exp:127215
A huge draconic form wreathed in a nimbus of light.
This dragon moves normally.
It is always created sluggish.
It may breathe sound powerfully, and is also magical, casting spells intelligently which terrify, blind, or confuse; 1 time in 6.
It can push past weaker monsters, bash down doors, and fly.
It cannot be confused or slept.
It pays very little attention to intruders, which it may notice from 200 feet.
It will carry up to 8 objects or treasures.
It can claw to attack with damage 4d10, claw to attack with damage 4d10, and bite to attack with damage 5d14.

The Ancient red dragon (Red 'D' : 'D')

=== Num:644 Lev:59 Rar:1 Spd:120 Hp:720 AC:45 Exp:142087
A huge draconic form. Wisps of smoke steam from its nostrils and the
extreme heat surrounding it makes you gasp for breath.
This evil dragon moves normally.
It is always created sluggish.
It may breathe fire powerfully, and is also magical, casting spells intelligently which terrify, blind, or confuse; 1 time in 6.
It can push past weaker monsters, bash down doors, and fly.
It resists fire.
It cannot be confused or slept.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 8 objects or treasures.
It can claw to attack with damage 4d10, claw to attack with damage 4d10, and bite to burn with damage 5d14.

The Ettin (Yellow 'T' : 'T')

=== Num:621 Lev:59 Rar:3 Spd:110 Hp:900 AC:55 Exp:27159
A massive troll of huge strength. Ettins are stupid but violent.
This evil troll moves normally.
It can open doors and bash down doors.
It resists poison.
It cannot be confused or slept.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to attack with damage 3d6.

The Minotaur (L.Umber 'H' : 'H')

=== Num:641 Lev:59 Rar:2 Spd:130 Hp:60d10 AC:25 Exp:30043
It is a cross between a human and a bull.
This evil creature moves normally.
It can bash down doors.
It is fairly observant of intruders, which it may notice from 130 feet.
It can butt to attack with damage 4d6, butt to attack with damage 4d6, butt to attack with damage 2d6, and butt to attack with damage 2d6.

The Eldrak (Red 'T' : 'T')

=== Num:620 Lev:59 Rar:3 Spd:110 Hp:500 AC:45 Exp:29818
A massive troll, larger and stronger than many men together.
This evil troll moves normally.
It can open doors, bash down doors, and pick up objects.
It resists poison.
It cannot be confused or slept.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Black wraith (L.Dark 'W' : 'W')

=== Num:607 Lev:59 Rar:2 Spd:120 Hp:300 AC:30 Exp:45177
A figure that seems made of void, its strangely human shape is cloaked in
shadow. It reaches out at you.
This evil undead creature moves normally.
It is always created sluggish. It is cold blooded.
It is magical, casting spells which terrify, paralyze, produce nether bolts, blind, or cause critical wounds; 1 time in 7.
It can open doors, bash down doors, and fly.
It is hurt by bright light.
It resists cold and poison.
It cannot be confused or slept.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry up to 4 objects or treasures.
It can hit to attack with damage 1d12, hit to attack with damage 1d12, touch to lower experience (by 40d6+), and touch to lower experience (by 40d6+).

The Nightgaunt (L.Dark 'U' : 'U')

=== Num:608 Lev:59 Rar:20 Spd:110 Hp:168 AC:25 Exp:44690
"Shocking and uncouth black things with smooth, oily, whale-like
surfaces, unpleasant horns that curved inward toward each other,
bat wings whose beating made no sound, ugly prehensile paws, and
barbed tails that lashed needlessly and disquietingly. And worst
of all, they never spoke or laughed, and never smiled because they
had no faces at all to smile with, but only to a suggestive
blankness where a face ought to be."
This evil demon moves normally.
It is always created sluggish.
It is magical, casting spells which blind, confuse, or produce fire bolts; 1 time in 7.
It can open doors, bash down doors, and fly.
It resists fire and poison.
It cannot be confused or slept.
It pays little attention to intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can sting to reduce strength with damage 1d5, and touch to paralyze with damage 3d4.

The 7-headed hydra (L.Green 'M' : 'M')

=== Num:614 Lev:59 Rar:2 Spd:120 Hp:100d7 AC:45 Exp:56078
A strange reptilian hybrid with seven heads dripping venom.
This natural creature moves normally.
It is always created sluggish.
It may breathe poison, and is also magical, casting spells which produce poison balls or terrify; 1 time in 5.
It can swim, push past weaker monsters, and bash down doors.
It resists poison.
It takes a while to see intruders, which it may notice from 200 feet.
It will carry up to 6 objects or treasures.
It can bite to poison with damage 3d9, bite to poison with damage 3d9, bite to poison with damage 3d9, and spit to blind with damage 1d2.